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  • Handicap bonus

    Hey all,

    Just a small question to clear something up for me. How does the handicap bonus work in Rise of Nations exactly?

    Thanks.

  • #2
    good question Mr. McWho.

    quite frankly...i have no idea, and would also like to know
    Time to take out the trash. You know its easy but it seems harder every time you try and think about it.

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    • #3
      Sorry I missed this question back in June. Here's the low down --

      The handicapping system gives players the option of giving their opponents a boost in their resource income. By selecting a +2 by your name in the setup screen, for example, you are giving other players a small resource boost. Each point represents a small percentage increase to the rate at which their resources come in.

      If you have a group of players of varying skill levels you can work the handicapping system like this to help even things up:

      Joe_Expert +10
      Fred_Beginner ...no handicapping selected
      vs
      John_Intermediate +8
      Mark_Intermediate +8

      So this 2v2 game has the expert player giving both of the Intermediate team guys a +2, while Fred_Beginner is enjoying a +8 to help make up for his lack of skillz. You will have to tinker with things if you're playing with your friends naturally and find the right numbers to give you a good game.
      www.bighugegames.com

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      • #4
        Thank you for answering my question Graham. Does clear it up now.

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        • #5
          How much of a bonus does each + give? Is it linear?

          I often offer handicaps to new players in the 1v1 games I host, but most of the time they don't know how to spend all those extra resources. I also find there seems to be a pretty significant difference between +5 and +15 -- +15 gives an insanely high bonus -- and it's 5 points away from the biggest handicap!!!

          I agree with the approach I've seen suggested elsewhere that rather than giving extra resources to new players who might not be able to keep up with them, the handicap should reduce the resources obtained by the player with more experience. Perhaps it could even make research slower, too, like a scaled version of the expensive & slow research option.

          This way the expert player would have to make do with less, and the less skilled player wouldn't be overwhelmed and end up building a dozen forts or a wonder in every city.
          _/\ C
          Sturgeon's Law: 90% of everything is crud.

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          • #6
            I think the way the handicap is set up now, the burden is kind of on the newb because he has to play differently than he usually would because he has extra resources. The expert can just do the same thing he does every game, knowing that the newb probably won't spend all of his resouces promptly and efficiently.

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            • #7
              Yes. Might be advantageous to give units slight damage increase for beginners too.

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